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Unity Game Experiment - Ethos 2 by KSchnee Unity Game Experiment - Ethos 2 by KSchnee
Playable demo at:…

This is a demo of a conversation-focused type of gameplay. WASD to move, Enter to start conversations. The idea is that you're trying to learn facts from the scientist lady and teach them to the robot. The goal: Get the robot to grant you access to the scientists' base. It will do that after you hit 6 points of favor. To get that, teach chemistry to the robot. To learn chemistry, talk with the scientist lady. But she won't discuss that unless you get a little favor with *her*, by telling her things about your own knowledge.

So you're gathering facts and then teaching them, organized into topics. You're building favor with NPCs by spreading information, with restrictions like "some NPCs don't care about some subjects" (eg. the drone only wants to hear about chemistry) and "NPCs only are interested in new information". Note also that if you ask about a topic after teaching it, the NPC will spout back things you've taught. I know, NPCs sometimes spout the same facts repeatedly.

*Sigh* You can walk through the walls in this build, because of the Unity engine having a stupid bug that causes tilemaps to suddenly stop working properly when you think you're done and build the code that was working perfectly. So that's a known problem. I'm not sure why movement is oddly inconsistent though.

This demo is the third in a series of demos about conversation as the basis of gameplay, framed in something resembling the premise of "Fallout 4".
Demo 1:… . The idea was to make a persuasive argument by clicking on NPCs to gain "facts", accounts of robots' behavior that support or counter various arguments like "robots can be creative". Then you pay attention to the anti-bot arguments being presented by the villain, and select facts that directly block what he says. There was also
Demo 2:… . Here, you have something like a real conversation flow. Instead of you walking up to an NPC and saying "TELL ME ABOUT X. TELL ME ABOUT Y. SHOP. GOODBYE," there's some back and forth discussion. This model makes the NPC a bit more like a person you can't treat as an inanimate signpost. The topics being discussed are totally abstract, as in "Bob talks about Raiders" with no specific text about them. There's some notion that it annoys NPCs to switch between topics unless they do it or the topics are related somehow, so you can best learn by acting vaguely like a sane person having a conversation.

In this demo, you don't do persuasion or conversation flow. Is the next logical step to combine these three ideas? How?

I *think* that there's a little fun here, but only a little so far, because it's playable as a shopping run. Click on every fact you know, spam the "ask about" button, then run over to the bot and spam all the facts you know. What I imagine is that there's a bunch of NPCs to talk with, with many subjects to discuss, with some notion that the facts don't consist of pure objective truths. Conversations include long implied pauses in which you spend an hour doing menial lab-assistant work or hearing idle social talk, which might raise a respect rating of some kind or make it easier to socialize with someone else. As in demo 2, you need to find people willing to teach you basic info first, because knowledge is organized somewhat by complexity and you can't get someone to explain Chemistry:Limitations_Of_Bohr_Model if you haven't yet learned Chemistry:Phases_Of_Matter. You can also spend your time going outside to the wasteland, with a very abstract "go adventuring" button that might also lead to conversations with outsiders.

I'm assuming a Fallout-inspired scenario where you're the lackey of The Thaw, a totally-not-evil science organization, but that's not the only possible story. Thoughts? I want to discuss this in more detail later.
NuclearPoweredPony Featured By Owner Feb 12, 2018
You have to figure out what kind of game you want a socially based engine for. For instance a game where you mostly explore the wilderness might not be the ideal use for it, but a game where you try to discern a mystery or something like that might be.
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February 12
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